You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
219 lines
7.5 KiB
C#
219 lines
7.5 KiB
C#
6 months ago
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEditor;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace Autohand{
|
||
|
[HelpURL("https://app.gitbook.com/s/5zKO0EvOjzUDeT2aiFk3/auto-hand/custom-poses#hand-pose-areas")]
|
||
|
public class HandPoseArea : MonoBehaviour{
|
||
|
public string poseName;
|
||
|
public int poseIndex = 0;
|
||
|
|
||
|
|
||
|
public float transitionTime = 0.2f;
|
||
|
|
||
|
[Header("Events")]
|
||
|
public UnityHandEvent OnHandEnter = new UnityHandEvent();
|
||
|
public UnityHandEvent OnHandExit = new UnityHandEvent();
|
||
|
|
||
|
[HideInInspector, Tooltip("Scriptable options NOT REQUIRED (will be saved locally instead if empty) -> Create scriptable throught [Auto Hand/Custom Pose]")]
|
||
|
public HandPoseScriptable poseScriptable;
|
||
|
#if UNITY_EDITOR
|
||
|
[HideInInspector]
|
||
|
public bool showEditorTools = true;
|
||
|
[HideInInspector, Tooltip("Used to pose for the grabbable")]
|
||
|
public Hand editorHand;
|
||
|
#endif
|
||
|
|
||
|
[HideInInspector]
|
||
|
public HandPoseData rightPose;
|
||
|
[HideInInspector]
|
||
|
public bool rightPoseSet = false;
|
||
|
[HideInInspector]
|
||
|
public HandPoseData leftPose;
|
||
|
[HideInInspector]
|
||
|
public bool leftPoseSet = false;
|
||
|
|
||
|
internal HandPoseArea[] poseAreas;
|
||
|
List<Hand> posingHands = new List<Hand>();
|
||
|
|
||
|
private void Start(){
|
||
|
poseAreas = GetComponents<HandPoseArea>();
|
||
|
}
|
||
|
|
||
|
private void OnEnable() {
|
||
|
OnHandEnter.AddListener(HandEnter);
|
||
|
OnHandExit.AddListener(HandExit);
|
||
|
}
|
||
|
|
||
|
private void OnDisable() {
|
||
|
for(int i = posingHands.Count - 1; i >= 0; i--)
|
||
|
posingHands[i].TryRemoveHandPoseArea(this);
|
||
|
OnHandEnter.RemoveListener(HandEnter);
|
||
|
OnHandExit.RemoveListener(HandExit);
|
||
|
}
|
||
|
|
||
|
void HandEnter(Hand hand) {
|
||
|
posingHands.Add(hand);
|
||
|
}
|
||
|
|
||
|
void HandExit(Hand hand) {
|
||
|
posingHands.Remove(hand);
|
||
|
}
|
||
|
|
||
|
|
||
|
public virtual HandPoseData GetHandPoseData(bool left) {
|
||
|
if(poseScriptable != null)
|
||
|
return (left) ? poseScriptable.leftPose : poseScriptable.rightPose;
|
||
|
|
||
|
return (left) ? leftPose : rightPose;
|
||
|
}
|
||
|
|
||
|
|
||
|
public void SetHandPose(Hand hand) {
|
||
|
HandPoseData pose;
|
||
|
if(hand.left){
|
||
|
if(leftPoseSet) pose = leftPose;
|
||
|
else return;
|
||
|
}
|
||
|
else{
|
||
|
if(rightPoseSet) pose = rightPose;
|
||
|
else return;
|
||
|
}
|
||
|
|
||
|
pose.SetPose(hand, transform);
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
|
||
|
[ContextMenu("SAVE RIGHT")]
|
||
|
public void EditorSavePoseRight() {
|
||
|
if(editorHand != null)
|
||
|
EditorSaveGrabPose(editorHand, false);
|
||
|
else
|
||
|
Debug.Log("Editor Hand must be assigned");
|
||
|
}
|
||
|
|
||
|
[ContextMenu("SAVE LEFT")]
|
||
|
public void EditorSavePoseLeft() {
|
||
|
if(editorHand != null)
|
||
|
EditorSaveGrabPose(editorHand, true);
|
||
|
else
|
||
|
Debug.Log("Editor Hand must be assigned");
|
||
|
}
|
||
|
|
||
|
public void SaveScriptable(){
|
||
|
if (poseScriptable != null){
|
||
|
if (rightPoseSet)
|
||
|
poseScriptable.SaveRightPose(rightPose);
|
||
|
if (leftPoseSet)
|
||
|
poseScriptable.SaveLeftPose(leftPose);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//This is because parenting is used at runtime, but cannot be used on prefabs in editor so a copy is required
|
||
|
public void EditorCreateCopySetPose(Hand hand, Transform relativeTo) {
|
||
|
Hand handCopy;
|
||
|
if(hand.name != "HAND COPY DELETE")
|
||
|
handCopy = Instantiate(hand, relativeTo.transform.position, hand.transform.rotation);
|
||
|
else
|
||
|
handCopy = hand;
|
||
|
|
||
|
handCopy.name = "HAND COPY DELETE";
|
||
|
var referenceHand = handCopy.gameObject.AddComponent<EditorHand>();
|
||
|
referenceHand.grabbablePoseArea = this;
|
||
|
referenceHand.grabbablePose = null;
|
||
|
|
||
|
editorHand = handCopy;
|
||
|
|
||
|
Selection.activeGameObject = editorHand.gameObject;
|
||
|
SceneView.lastActiveSceneView.FrameSelected();
|
||
|
|
||
|
if(hand.left && leftPoseSet) {
|
||
|
leftPose.SetPose(handCopy, transform);
|
||
|
}
|
||
|
else if(!hand.left && rightPoseSet) {
|
||
|
rightPose.SetPose(handCopy, transform);
|
||
|
}
|
||
|
else {
|
||
|
handCopy.transform.position = relativeTo.transform.position;
|
||
|
editorHand.RelaxHand();
|
||
|
}
|
||
|
|
||
|
var contrainer = new GameObject();
|
||
|
contrainer.name = "HAND COPY CONTAINER DELETE";
|
||
|
contrainer.transform.position = relativeTo.transform.position;
|
||
|
contrainer.transform.rotation = relativeTo.transform.rotation;
|
||
|
handCopy.transform.parent = contrainer.transform;
|
||
|
EditorGUIUtility.PingObject(handCopy);
|
||
|
SceneView.lastActiveSceneView.FrameSelected();
|
||
|
}
|
||
|
|
||
|
public void EditorSaveGrabPose(Hand hand, bool left){
|
||
|
var pose = new HandPoseData();
|
||
|
|
||
|
var posePositionsList = new List<Vector3>();
|
||
|
var poseRotationsList = new List<Quaternion>();
|
||
|
|
||
|
var handCopy = Instantiate(hand, hand.transform.position, hand.transform.rotation);
|
||
|
var handParent = handCopy.transform.parent;
|
||
|
handCopy.transform.parent = transform;
|
||
|
pose.handOffset = handCopy.transform.localPosition;
|
||
|
pose.localQuaternionOffset = handCopy.transform.localRotation;
|
||
|
DestroyImmediate(handCopy.gameObject);
|
||
|
|
||
|
foreach(var finger in hand.fingers) {
|
||
|
AssignChildrenPose(finger.transform);
|
||
|
}
|
||
|
|
||
|
void AssignChildrenPose(Transform obj) {
|
||
|
AddPoint(obj.localPosition, obj.localRotation);
|
||
|
for(int j = 0; j < obj.childCount; j++) {
|
||
|
AssignChildrenPose(obj.GetChild(j));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void AddPoint(Vector3 pos, Quaternion rot) {
|
||
|
posePositionsList.Add(pos);
|
||
|
poseRotationsList.Add(rot);
|
||
|
}
|
||
|
|
||
|
pose.posePositions = new Vector3[posePositionsList.Count];
|
||
|
pose.poseRotations = new Quaternion[posePositionsList.Count];
|
||
|
for(int i = 0; i < posePositionsList.Count; i++) {
|
||
|
pose.posePositions[i] = posePositionsList[i];
|
||
|
pose.poseRotations[i] = poseRotationsList[i];
|
||
|
}
|
||
|
|
||
|
if(left){
|
||
|
leftPose = pose;
|
||
|
leftPoseSet = true;
|
||
|
Debug.Log("Pose Saved - Left");
|
||
|
if (poseScriptable != null)
|
||
|
if (!poseScriptable.leftSaved)
|
||
|
poseScriptable.SaveLeftPose(leftPose);
|
||
|
}
|
||
|
else{
|
||
|
rightPose = pose;
|
||
|
rightPoseSet = true;
|
||
|
Debug.Log("Pose Saved - Right");
|
||
|
if (poseScriptable != null)
|
||
|
if (!poseScriptable.rightSaved)
|
||
|
poseScriptable.SaveRightPose(rightPose);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void EditorClearPoses() {
|
||
|
leftPoseSet = false;
|
||
|
rightPoseSet = false;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
public bool HasPose(bool left) {
|
||
|
if(poseScriptable != null && ((left) ? poseScriptable.leftSaved : poseScriptable.rightSaved))
|
||
|
return (left) ? poseScriptable.leftSaved : poseScriptable.rightSaved;
|
||
|
return left ? leftPoseSet : rightPoseSet;
|
||
|
}
|
||
|
}
|
||
|
}
|